To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. The scene of experiences Vesa Jääskö Tuuli Mattelmäki Salu Ylirisku +358 9 75630556 +358 9 75630556 + 358 9 756 30472 vesa.jaasko@uiah.fi tuuli.mattelmaki@uiah.fi salu.ylirisku@uiah.fi University of Art and Design Helsinki UIAH Hämeentie 135 C 00560 HELSINKI Track: Dealing with diversity Abstract Luotain - Design for user experience is an ongoing research project at the University of Art and Design Helsinki UIAH. Project’s objectives include developing user centred methodology and understanding for design for user experience. The notion of user experience is wide and can be examined from many different angles. In order to understand alternative user study methods, and how they are able to illustrate the perspectives of user experience, we have studied several approaches that are related to the phenomenon. These approaches enlighten the issue on a general level or are very focused. Also, they are not practical enough from product design and concept design point of view. To develop methodology for usercentred concept design, a holistic picture of the issues related user experience is needed. In the paper we present a new framework of perspectives to user experience. The framework is drawn from comparing and connecting existing models and is based on previous work in Luotain project. The dimensions that have a role in the scene of experiences consist of the human perspective, the product meanings perspective, the activities perspective, the physical world perspective, the products perspective and finally the design perspective. Introduction Luotain - Design for user experience is an ongoing research project at the University of Art and Design Helsinki UIAH (http://smart.uiah.fi/luotain). Project aims at supporting user centred concept design in the context of product design. The objectives include developing user centred tools and understanding for the design for user experience. In this project several user study cases have been made with using several techniques to get experience and understanding about how different tools are able to get hold of the user experience. Usability emphasises the user’s goals as the central entities which the product should support efficiently, effectively and satisfactorily (ISO 9241-11 1998) Although the meaning of user’s goals is essential to usability, the goals themselves have been vaguely defined. In addition, the subjective motivations or contextual factors haven't got much attention. In the usability view the user is not seen as a feeling actor and user’s pleasure is measured by satisfaction, or more precicely by the lack of displeasure (Jordan, 1999), and experience related feelings like delight have no role. The design for user experience goes beyond usability. The user is seen as a human being and the human’s motivations or reactions to these experiences are not merely practical. There are a wide range of other important dimensions which should be defined and separated from To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. user’s goals. Design for user experience seeks to understand and fulfil also these human user’s deeper motivations. Although the motivations are not always practical does not mean, however, that the design for experience is related to ultimate once-in-a-lifetime-emotion-filled occasions. Rather, it takes into account little or bigger delightful experiences in life. In design for user experience the essential is not what is needed but what matters. (Fulton Suri 2003) Buchenau and Fulton Suri (Buchenau, Fulton Suri 2000) presented an example of the experience of a run down a mountain on a snowboard. They described details about the different aspects that affect the experience such as the weight and material qualities of the board, the bindings and the boots, the snow conditions, the weather, the terrain, the temperature of air in the hair, the skill level, the current state of mind, the mood and expression of the companions. The example presents the situational context of the run down the mountain in isolation from the culture the person is living in, and doesn't tell about a person's motivation or concerns in skiing. In Luotain-project, we did a case study related downhill snow sports on freeride skiers in order to understand the phenomenon and to discover product opportunities for concept design. We found the skiing experience much more complex than the skiing activity seen in isolation. The experience of coming down the mountain is heavily dependent on the culture a person is living in, the situational context and a person's attitude towards skiing. To develop tools for user-centred concept design, we need a holistic framework to understand factors that affect the user experience. There are several approaches that illuminate the user experience. (Desmet 2002; Folizzi, Ford 2000; Hummels 2000; ISO 13407, 1999; Jordan 1999; Kankainen 2002; Battarbee, Mattelmäki 2003; Sanders 2001) We have found that the existing models are either too general, theoretical or have a too limited focus to be used as a practical tool in product design and concept design context. In this paper we present a next phase of the framework of perspectives to user experience. (see Jääskö, Mattelmäki 2003) The perspectives are illustrated with examples from user study cases. In following we present relevant point of views related to the framework described later in the paper. User experience ”The experience with even simple artifacts don't happen in a vacuum but, rather, in dynamic relationship with other people, places and objects. Additionally, the quality of people's experience changes over time and it is influenced by variations in these multiple contextual factors.” (Fulton Suri 2000) Experiences happen in a scene of various dynamic aspects. Some of them are related to past experiences and are personal. Some of them have social and cultural qualities. To make the design for user experience even more challenging, experiences develop over time. The moment of an experience is affected by the past memories but also linked to the dreams and imagination (Sanders 2001). These can be very subjective and thus, not easily designed or even affected by the design of an product. The emotions that products elicit are related to people’s subjective concerns. It is not possible to predict how personal associations are made and how meanings of products are understood. To be able to create a product that enable the To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. desired emotional effects, designer should know about the concerns of the person, who will use the product. (Desmet 2002) Meanings, experiences and meaningful relationships with products are developed over a time span and they are often related to life situations. (Battarbee, Mattelmäki 2003) Forlizzi and Ford ( Forlizzi, Ford 2000) have presented a model of user experience which takes into accout the temporal context. A cognitively challenging interaction can become subconcious over time. A subconcious experience can become a meaningful experience when verbalised and narrated. This kind of ongoing dynamics has an affect in the holistic experience. Pleasure in relation to products opens another perspective to the the user experience. (Jordan 1999) Pleasure can be reflected through body and senses. Cognitive and emotional experiences affected by a product can be pleasurable, also positive experiences can be achived by reflecting people’s values in products. Products can play a role in social relationships with other people. Also, co-experience, the social user and creativity in use are relevant issues in understanding the notion of user experience. (Battarbee 2003) This perspective sees the user, not as one entity, but as a group of people creating and sharing experiences using the product as a facilitator in the interaction. The experience is affected by other products as well. This product comparison is based on available product offer. The user is not comparing only the features of competing products but might make appraisals and decisions according to personal motives. (Gabriel, Lang 1995). Also, the products seem to fight for their place in the houshold similar to flora and fauna in the nature. (Nieminen-Sundell, Pantzar 2003) It is not a question only about similar products or competing products but about complex relations and symbiosis that affect the purchase decisions and later using experiences. The Framework: the scene of experiences The following framework is in progress and based on Luotain-project’s current understanding. (Jääskö, Mattelmäki 2003) In the framework the different perspectives that affect the user experience are highlighted. The framework can be understood as a tool to study product related experiences and as a process model for user centred product concept design. As a product experience model it presents the qualities that matter and the role of a product in the whole. As a process model it presents the different perspectives that should be considered during the product concept design process and it also suggests, what kinds of methods should be used to study a certain perspectives of the whole. The framework is product centred in a sense that the design is placed into the middle. This is in line with the designers’ way of thinking about the experience, in which the desired product attributes are results of or inspired by user centred process. The division into different perspectives is theoretical in the sense that, in reality as people experience the products, the dimensions of experience are mixed and form complex network of relations with each other. Therefore, it is difficult to be able to clearly divide them into separate categories. The framework is aimed to be a concrete tool for designers and design consultants. It is supposed to help them to talk about the user experience in a useful way, and understand the different perspectives that should be considered in the user centred product concept design To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. process and the dimensions, that have a role how people experience products. The idea in concept design context is to look for design opportunities and product descriptions from the scene of experiences. The framework helps in checking that all meaningful perspectives have been taken into account. It also clarifies that using only one approach or one focus in user studies might not be enough in revealing all the relevant aspects needed for designing for user experience. (Kankainen 2003, Sanders 1999) It facilitates the selection of methods and tools to use for finding out what to look for and how to represent the findings in a design process. Perspectives to user experience The world of product meanings The world of activities temporal context attachment stories, memories product adaptation use context interaction situations aesthetics physical ergonomics Appearance User interface The physical world cognitive ergonomics pshysical and aesthetic environment The world of humans personality attitudes, values motivation life-style The world of products comparison to other products relation to trends product generalization Figure 1. The perspectives to user experience (based on Jääskö, Mattelmäki 2003) The framework as a model of product experience The world of humans The world of humans is about people's personalities, attitudes, values, motivations, life-style and past experiences. People are seen as humans, who are social, who experience things together, who are sensing and emotional beings. These aspects can be studied using e.g. interviews, probes, collages and observation. (see e.g. Jääskö, Mattelmäki 2003) The world of humans can be represented in the design project e.g. in the forms of personas, attitude descriptions, personal goal descriptions, stories, videos and photos. To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. Knowing the world of humans is essential for creating solutions, that fit into people's lifestyle, support their values and social status, are in line with their attitudes, are motivating and respect their past experiences. In the downhill snowsports case in Luotain-project we used probes and observation to study the world of humans. Collected data was interpreted into the form of cultural themes and personal attitudes. The personal attitudes were described in attitude descriptions, which were presented in the form of text, images and videos. They contained information about people's personal values and their personal goals in the skiing culture. E.g. there was an authoritarian and photographic attitudes. They see the activities related to skiing quite differently. While photographer's most important value was visual beauty, the other valued the status of natural authority. Revealing these attitudes helps in understanding their values and deeper motivations in skiing in order to design equipment accordingly. Through these techniques it was possible to draw rather holistic and vivid picture of this sports culture. After having identified the most important values for the different personal attitudes, it was quite easy to find out the most important practical goals that support the particular personality. Studying the world of humans - interviews probes collages observation Representing the world of humans Contents: personality attitudes, values motivation life-style - personas - attitude descriptions - personal goals - stories - videos - photos Figure 2. The world of humans. The world of product meanings The world of product meanings is about the roles that products take in peoples’ lives. It is about the historic perspective of the use and the owning of the product, about the product attachments and stories reflecting these memories. The world of product meanings can be studied by e.g. using storytelling, interviews, collages, role play and product personality assignments. (Koskinen et al 2003; Jordan 1999) To understand this perspective, it is useful to know how things used to be before, how things have been changed and what has changed To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. them and why. It is important to respect the history of products, since some products are the result of an evolution of a long history. Collages and stories can be a tool to get meanings verbalised and documented. (Sanders 1999) For example products that support self expression and social interaction as cellular phones, may become meaningful to the owner because of the saved messages or names and contact information of the loved ones. Some products may touch more generally our memories and associations of past. Ivana of Helsinki- a new clothing brand – uses textures which are currently trendy but also touch our memories or associations from the 70’s. The similar phenomenon can be seen in Finland with again so popular Marimekko fabrics and clothes. In downhill snow sports case the stories were told in the diaries and during the observation study. The history of other products revealed the attitude towards the reliability of products. E.g. a story about a telescope skiing pole gave us the understanding, that if product fails once, it is no more trusted and may be rejected. Studying the world of product meanings - storytelling interviews probes role play product personality assignment Contents: historic context attachment stories, memories product adaptation Representing the world of product meanings - scenarios stories diagrams acting Figure 3. The world of product meanings The world of activities The world of activity is about interaction, tasks, actions, situations and practical goals. The focus is on how things are done, what happens and how people interact with other people, places and objects. The world of activity can be studied e.g. using observation, shadowing, interviews, think aloud protocols, role play and through experimentation with prototypes. In the downhill snow sports case user data about activities was studied by using diaries, self documentation and observation. The activity was presented in activity scenario, which contained images, text and video. The activity was divided into different phases such as preparation, transportation and ascending and skiing activity. To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. Studying the world of activities - observation / shadowing - think aloud protocols - role play - prototyping Contents: interaction situations actions tasks Representing the world of activities - task diagrams flow diagrams scenarios acting videos Figure 4. The world of activities The physical world The physical world is about the physical qualities and conditions as well as the aesthetics and atmospheres of the environments. The physical world can be studied e.g. by selfdocumenting, observing and video or photograph documenting. In the downhill snow sports the physical environment was studied by using mapping tasks, observation and video documenting. The interpreted outcome was presented in the form of photos and videoclips. The representations described the places showing the conditions that exist in the mountain environment. The data contained material about the professional equipment and the enjoyable atmosphere of the social scenery. The study of physical world may produce a variety of useful data varying in scale and detail. Studying the physical world - observation mapping tasks photographing video filming Representing the physical world Contents: pshysical environment aesthetic environment spaces, places conditions athmosphere - maps, diagrams - environmental models - photos, videos To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. Figure 5. The physical world The world of products The world of products is very much about the product novelty, how advanced the product is from user´s point of view. It has to do with the desirability of the product, which is a mix of different qualities such as aesthetics and style, technological level, product features and in generally how well the product fits into the contemporary trends. It is good to notice that product purchase is usually based on available product offer and therefore in relation to other products in the market. These issues are heavily affected by marketing communication and advertisement. The world of products can be studied e.g. by interviews such as focus groups, immersion (i.e. trying out oneself), collages and observation. The knowledge can be represented e.g. in the form of imageboards, -charts and scenarios. Studying the world of products - comparison tasks interviews observation immersion Contents: comparison to other products relation to trends product generalization Representing the world of products - images - charts - stories Figure 6. The world of products The design perspective- appearance and user interface Concept design aims at describing the product and its qualities. The aesthetics and physical ergonomics of the product appearance and the cognitive ergonomics of the user interface affect the product experience. Changing the view from the scene of experiences to product perspective gives directions what are the qualities, which matter and should be looked for. Experience prototypes are one way to get user centred understanding about physical design features of the future product, such as material qualities and shapes. The way people understand and use current systems and devices support in finding new possibilities for user interface design. To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. The design perspective Reflection of activities Reflection of product meanings aesthetics physical ergonomics Appearance Reflection of the physical world User interface cognitive ergonomics Reflection of humans Reflection of products Figure 7. The design perspective Discussion and future directions In order to develop user centered tools for concept design we need to understand the possible users and the complex phenomenon of user experience. In this paper we have presented the framework of perspectives to user experience as a tool to support that understanding. The framework is still in process and there are some questions that should be considered in future development. Our goal is not to theoretically separate the perspectives of the user experience, because they are mixed in reality. Also, the perpectives in the framework are partly overlapping. For example, the world of products and the world of product meanings are very close. The first one is more subjective and close to the world of humans. The second relates how the user sees the market context and how it affects the preceived product experience. In the presented framework, the tools to study and present each perspective are examples. User centered tools are situational. They have to be applicable and scalable for different product and organizational contexts. Also, the attitude of the organization, researcher or the designer, the focus of the study, user data interpretation methods and communication needs have influence on results. Our next phase is to evaluate the framework with designers and in concept design process cases. Although the user experience is holistic and it changes in time, holism can be too open and ambiguous for managing a user centred product design process. The design process of interactive systems and products in organisations include variety of disciplines. The mastering of the different kinds of user data and utilisation of the deliverables may vary according to the responsibilities and the perspectives of user experience related to areas of interests. Then, however, special attention should be paid and actions taken to support the shared user understanding and the common goal with special tools and holistic frameworks. To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. Another future direction with the development of the framework is weather it could be used for measuring the different qualities of the experiences- what are the things that matter in concept design cases. The downhill snowsports case aimed at seeing the skiers, their culture and activity holistically in order to understand the phenomenon. The data from that case cannot be put into one of the lights in the scene of experiences. It covers them all: • The World of product meanings: skiers have their experience about current wrist top computers, the meaning of video equipment in mountains. • The World of humans: people’s characters and motivations, interaction with other skiers, social life and its role in the culture of free rides and their attitudes and life styles • The World of activities: understanding the different activities related to free riding • The Physical world: mountains, snow conditions, packages, equipment, aesthetics of the skiing culture • The World of products: equipment, laptops, video cameras already in use The scene is now lit and the product concept opportunities are there to be discovered. Acknowledgements We would like to thank people in Suunto company, the free riders, Jodi Forlizzi, Jacob Buur, Katja Battarbee and other co-workers for inspiration and comments. References Battarbee, K., and Mattelmäki, T. (2002) Meaningful Product Relationships. In Proceedings of 3rd Conference of Design and Emotion. Loughborough. Forthcoming. Battarbee, K. (2003) Defining Co-experience. In: proceedings of Conference on Designing Pleasurable Products and Interfaces. 23-26 June, Pittsburgh. ACM. Buchenau, M. and Fulton Suri, J (2000) Experience Prototyping. In DIS2000 Designing Interactive Systems Conference Proceedings (ACM). Desmet, P. (2002) Designing Emotions. Doctoral Dissertation. Delft University of Technology, Delft, The Neatherlands. Forlizzi, J., and Ford, S. (2000) Building Blocks of Experience: An Early Framework for Interaction Designers. In DIS2000 Designing Interactive Systems Conference Proceedings (ACM). Fulton Suri, Jane (2003). Lecture in Seminar of User Needs in University of Art and Design Helsinki UIAH, 9th June 2003 Gabriel, Y., and Lang, T. (1995) The Unmanageable Consumer. Contemporary Consumption and its Fragmentations. Sage Publications. Hummels, C. (2000) Gestural design tools: prototypes, experiments and scenarios. Doctoral dissertation. ISO 13407 (1999) Human-centred design processes for interactive systems. (EN ISO 13407:1999). To be published in the proceedings of The Good, The Bad and The Irrelevant conference on September 3-5, 2003, in the Media Centre Lume of the University of Art and Design Helsinki. Jordan, P. W. (1999) Designing Pleasurable Products: An Introduction to the New Human Factors. London : Taylor & Francis. Jääskö, V. and Mattelmäki T. (2003) Observing and Probing. In Proceedings of DPPI´03 conference. Pittsburgh, Pennsylvania, USA. (ACM) Kankainen, A. (2002) Thinking Model and Tools for Understanding User Experience Related to Information Appliance Product Concepts. Doctoral Dissertation in Helsinki University of Technology. Polytechnica Kustannus Oy. Koskinen, I., Battarbee, K. and Mattelmäki, T. (eds.) (2003) Empathic design. Forthcoming. IT press. Helsinki. Nieminen-Sundell, R., and Pantzar, M. (2003) Towards an Ecology of Goods: Symbiosis and Competition between Material Household Commodities. In Koskinen, I. et al. (eds.) Empathic Design. IT-Press. Forthcoming. Sanders, E. B.-N. (2001) Virtuosos in the Experience Domain. In Proceedings of the 2001 IDSA Education Conference. www.sonicrim.com/red/us/pub.html Sanders, E. B.-N., and Williams, C. (2001) Harnessing People's Creativity: Ideation and Expression through Visual Communication. In Langford J and McDonagh-Philp D. (Eds.) Focus Groups: Supporting Effective Product Development. Taylor and Francis. Sanders E. B.-N. and Dandavate, U. (1999). Design for experience: New tools. Proceedeings of the 1st international conference on Design and Emotion, Delft, 87-92 SFS-EN ISO 9241-11 (in Finnish) Näyttöpäätteillä tehtävän toimistotyön ergonomiset vaatimukset, Osa 11: Käytettävyyden määrittely ja arviointi. 1. edition, 1998.